×
Register Here to Apply for Jobs or Post Jobs. X

Principal Technical Artist, Environment - Unpublished R&D Product

Job in Los Angeles, Los Angeles County, California, 90009, USA
Listing for: Riot Games
Full Time position
Listed on 2026-03-04
Job specializations:
  • Software Development
    Software Architect, Video Game
Job Description & How to Apply Below
As a Principal Technical Artist, Tools/Pipeline, you'll help breathe life into the League of Legends universe and other Riot Games content. You'll employ your expert-level knowledge of 3D tools and problem-solving skills to build tools, maintain pipelines and provide technical support for artists on their most critical missions. You will critique work, mentor fellow Rioters and foster the long-term growth of an ambitious group of artists.

As a Principal Environment Technical Artist on the MMO team, you'll be an architect of our world building pipeline, defining the core systems that enable environment artists and designers to craft massive, diverse, and immersive spaces. You'll be a key strategic partner in shaping how the world is built-from high-level tooling philosophy to boots-on-the-ground implementation. This role is central to unlocking scale without compromise, and to making world building a creative, empowered process for dozens of contributors over many years.

You'll partner deeply with Creative Leads, Engineering, and Production to design workflows that amplify art direction, drive efficient content creation, and support modular pipelines across biomes, architecture, terrain, and more.

Responsibilities

* Design and own foundational systems for world editing, and asset integration
-including terrain, biomes, modular kits, and urban layouts.

* Build core components of our world editing toolset, including in-editor tooling and custom workflows that support iterative, distributed development at scale.

* Translate high-level art direction into executable workflows and reusable tool chains, partnering closely with the Art Director and Creative Leads to align technical solutions with creative vision.

* Champion content systems (e.g., Houdini-based or in-engine PCG tools) that enable high-volume, high-fidelity content creation.

* Navigate creatively ambiguous problem spaces-designing for what we know, and building systems that can adapt to what we don't.

* Guide and mentor other technical artists

* Collaborate with Engineering and Tech Art leadership to evolve the environment pipeline across DCC, source control, build systems, and runtime delivery.

* Establish and enforce performance, scalability, and modularity standards for environment content across the project.

* Help define the long-term vision for content creation systems, from pre-production prototyping to live game sustainability.

* Proactively identify tech debt and pipeline inefficiencies, explore future technology, and drive strategic solutions that prepare us for the long road of live service MMO development.

Required Qualifications

* 8+ years of experience as a Technical Artist, with a strong emphasis on world building or environment art systems.

* Expert-level knowledge of Houdini or equivalent content tools, with hands-on experience building environment systems at scale.

* Experience designing systems for architectural, city, or world content, with an eye toward visual fidelity and layout utility

* Mastery of Unreal Engine 5's world building stack, including material systems, world partitioning, landscape tools, instancing, and asset streaming.

* Deep understanding of environment content creation pipelines, with expert-level proficiency in tools such as Maya, Blender, ZBrush, etc.

* Advanced scripting capabilities in Python, Blueprint, and similar languages, used to create, maintain, and document tools used across disciplines.

* Proven experience collaborating across departments, balancing technical, artistic, and design goals in a high-complexity game environment.

* Strong systems thinking, with a track record of designing pipelines that scale across multiple teams, biomes, or content types.

Desired Qualifications

* Experience building MMOs or large-scale multiplayer worlds, especially with persistent or systemic environmental gameplay.

* Familiarity with texture and material generation workflows using tools like Substance Designer, Houdini Copernicus, or similar.

* Experience with performance benchmarking, profiling, and optimization in large open-world maps.

* Proficiency with C++, especially in the context of extending Unreal Engine tools or editor functionality.

Please include a portfolio, demo, or documentation that showcases tools or systems you implemented to support large-scale world building, workflows (terrain, biomes, architectural kits, etc.) built in Houdini or Unreal, and examples of systemic thinking-how you approached problems of scale, reuse, and cross-discipline collaboration.

For this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!

Our Perks:

Riot focuses on work/life balance, shown by our open paid time off policy and other perks such as flexible work schedules. We offer medical,…
To View & Apply for jobs on this site that accept applications from your location or country, tap the button below to make a Search.
(If this job is in fact in your jurisdiction, then you may be using a Proxy or VPN to access this site, and to progress further, you should change your connectivity to another mobile device or PC).
 
 
 
Search for further Jobs Here:
(Try combinations for better Results! Or enter less keywords for broader Results)
Location
Increase/decrease your Search Radius (miles)

Job Posting Language
Employment Category
Education (minimum level)
Filters
Education Level
Experience Level (years)
Posted in last:
Salary